// Use this for initialization void Start() { _EnemyUnit = enemyUnit; _AlliedUnit = alliedUnit; _BaseTower = baseTower; _CamSettings = camSettings; }
void On_SimpleTap(Gesture gesture) { DisableAllHealthBars(); if (gesture.pickedObject != null) { if (gesture.pickedObject.layer == 10) { structureController = gesture.pickedObject.GetComponent<AllyStructureController>(); if (structureController.IsPrimaryStructure) { EnablePrimaryHealthBar(gesture.pickedObject.transform, structureController); } else if (structureController.IsSecondaryStructure) { EnableSecondaryHealthBar(gesture.pickedObject.transform, structureController); } else if (structureController.IsTurret) { EnableTurretHealthBar(gesture.pickedObject.transform, structureController); } else { EnableBarrierHealthBar(gesture.pickedObject.transform, structureController); } } else if (gesture.pickedObject.tag == "EnemyGround" || gesture.pickedObject.tag == "EnemyAir") { adversaryUnitVariables = gesture.pickedObject.GetComponent<EnemyUnitVariables>(); EnableEnemyHealthBar(gesture.pickedObject.transform, adversaryUnitVariables); } } }
public void SpawnSimpleGroundUnit(Vector2 pos) { EnemyUnitVariables e = m._EnemyUnit; GameObject temp = Instantiate(e.baseStats.prefab, pos, Quaternion.identity) as GameObject; temp.GetComponent <EnemyUnit>().Setup(e.baseStats.maxHealth, e.baseStats.moveType, e.baseStats.faction, e.baseStats.moveSpeed, e.baseStats.damage, e.baseStats.cooldown, e.waypointParent); }
public void UpdateEnemyHealthBar(EnemyUnitVariables enemyUnitVariables) { if (AdversaryUnitVariables != null && enemyUnitVariables.gameObject == AdversaryUnitVariables.gameObject) { healthBarSprite.fillAmount = (enemyUnitVariables.UnitHealth * 1f) / enemyUnitVariables.InitialHealth; } }
public void EnableEnemyHealthBar(Transform structureTransform, EnemyUnitVariables enemyUnitVariables) { enemyHealthBar.SetAnchor(structureTransform); UILabel healthBarLabel = enemyHealthBar.GetComponentInChildren<UILabel>(); healthBarLabel.text = enemyUnitVariables.UnitName; healthBarSprite = enemyHealthBar.GetComponentInChildren<UISprite>(); healthBarSprite.fillAmount = (enemyUnitVariables.UnitHealth * 1f) / enemyUnitVariables.InitialHealth; enemyHealthBar.gameObject.SetActive(true); }